The big game is back on top of the unofficial Mobile Sports Report single-day Wi-Fi rankings, with a mark of 26.42 terabytes of data used at Super Bowl LIV in Miami, according to figures reported by Extreme Networks.

What’s most interesting (to us) about the number is that it was generated in a venue that had approximately 8,000 fewer fans in attendance than last year’s Super Bowl (70,081 in Atlanta for Super Bowl 53 vs. 62,417 for Super Bowl 54). It was also the second-lowest Super Bowl attendance figure ever, just above the 61,946 fans who attended Super Bowl 1.

So not surprisingly the fans who connected to the Wi-Fi network at Miami’s Hard Rock Stadium also set a new record for average data consumed per connected user, at 595.6 megabytes per user — a big jump from last year’s average data per user total of 492.3 MB. Going forward, we here at MSR think this statistic is even more important than the overall data-used or total tonnage mark, since it more accurately reflects how the network is performing for fans.

“I think the average [data] per user is the metric we’re most proud of,” said John Brams, director of sports and entertainment for Extreme Networks. Extreme, which has a sponsorship deal with the NFL to provide network statistics from every Super Bowl, was also the gear provider for the network at Hard Rock Stadium, the first Super Bowl for Extreme gear since Super Bowl 51 at Houston’s NRG Stadium back in 2017. According to Extreme, the Wi-Fi setup at Hard Rock Stadium uses some 2,000 APs, many of which are deployed in under-seat enclosures in the bowl seating.

The average data used per device, Brams said, is to Extreme the proof of how well each user is served by the network, and is perhaps a more important metric than the simple total of data used.

“If you are asking what is the health of a network, the average [data used] per user is a good metric for that,” Brams said. Brams, like MSR, also believes that the average data used per user is a metric that can be used to compare network performances between different-sized stadiums, like football stadiums and basketball arenas, which might be very far apart in total data used simply because of the capacity differences.

With a reported 44,358 unique devices connected to the network this year’s Super Bowl also set a new mark for Super Bowl take rate at 71 percent; the top overall take rate mark still belongs to Ohio State, which saw 71.5 percent of its fans connected when Ohio Stadium saw 25.6 TB of Wi-Fi used this past fall during a game against Michigan State. It’s worth noting that the average data per user mark from the Ohio State game was 341.6 MB.

Like at Ohio State, at Hard Rock Stadium fans whose devices were on a Verizon cellular subscription could be automatically connected to the Wi-Fi network, a factor that often results in high take rates. Verizon has similar deals with a number of NFL stadiums and some large college venues, including Ohio State, Florida and Brigham Young. Verizon would not reveal what percentage of its customers were included in the overall unique Wi-Fi connection number at Super Bowl LIV.

Peak network usage hits 10 Gbps

Some more info from the great list put together by Extreme: The peak concurrent user number of 24,837 devices was seen during pre-game activities; the peak network throughput of 10.4 Gbps also occurred before the game started, according to Extreme. Of the final data total, 11.1 TB was used before the game started, with the balance of 15.32 TB being used after kickoff.

“We’ve seen the highest data rates right before the game started at the last four Super Bowls,” said Brams. According to Brams, this statistic may be caused by the fact that people at Super Bowls tend to arrive very early for the games, and by the NFL’s attempts to keep things interesting with plenty of pregame entertainment.

The most used streaming apps by fans at Super Bowl LIV were, in order of usage, Apple iTunes, Apple Streaming, YouTube, Spotify and Netflix; the most used social apps in order of usage were Facebook, Instagram, Twit- ter, Snapchat and Bitmoji. For sports apps, the most used in order of usage were ESPN, NFL, NFL OnePass, CBS Sports and ESPN Go.

When reading through the list of apps, MSR wondered out loud who would be watching Netflix at a Super Bowl. But Brams thinks Extreme’s network statistics have an answer.

“It’s amazing how many people bring kids to a big game,” he said. “And those kids may not be that interested in everything going on at the game, so in between they are streaming shows [on Netflix].” Brams said the Netflix-at-games is a trend at NFL games in general, with Netflix consistently showing up in the top 5 of apps used on a stadium network.

MOBILE SPORTS REPORT is pleased to announce the Spring 2020 issue of our STADIUM TECH REPORT series, the ONLY in-depth publication created specifically for the stadium technology professional and the stadium technology marketplace.

Our latest issue contains an in-person report on the new Dickies Arena in Fort Worth, which may have just set the new standard for excellence in an arena experience. We also recap another record Wi-Fi day at Super Bowl LIV, as well as a DIY Wi-Fi network at Rutgers University.

You can READ THE REPORT right now in our new flip-page format, with no registration required!

We’d like to take a quick moment to thank our sponsors, which for this issue include Corning, Boingo, MatSing, Cox Business/Hospitality Network, Comcast Business, Samsung, and American Tower. Their generous sponsorship makes it possible for us to offer this content free of charge to our readers. We’d also like to welcome readers from the Inside Towers community, who may have found their way here via our ongoing partnership with the excellent publication Inside Towers. We’d also like to thank the SEAT community for your continued interest and support.

The big game is back on top of the unofficial Mobile Sports Report single-day Wi-Fi rankings, with a mark of 26.42 terabytes of data used at last Sunday’s Super Bowl LIV in Miami, according to figures reported by Extreme Networks.

What’s most interesting (to us) about the number is that it was generated in a venue that had approximately 8,000 fewer fans in attendance than last year’s Super Bowl (70,081 in Atlanta for Super Bowl 53 vs. 62,417 for Super Bowl 54). So not surprisingly the fans who connected to the Wi-Fi network at Miami’s Hard Rock Stadium (which uses Extreme gear) also set a new record for average data consumed per connected user, at 595.6 megabytes per user — a big jump from last year’s average data per user total of 492.3 MB.

With a reported 44,358 unique devices connected to the network this year’s Super Bowl also set a new mark for Super Bowl take rate at 71 percent; the top overall take rate mark still belongs to Ohio State, which saw 71.5 of its fans connected when Ohio Stadium saw 25.6 TB of Wi-Fi used this fall during a game against Michigan State. It’s worth noting that the average data per user mark from the Ohio State game was 341.6 MB. Going forward, we think this statistic is even more important than the overall data-used or total tonnage mark, since it more accurately reflects how the network is performing for fans. But we also like keeping a record of the biggest totals as well, since it does provide a high-water mark for stadium Wi-Fi usage.

Peak network usage hits 10 Gbps

Some more info from the great list put together by Extreme: The peak concurrent user number of 24,837 devices was seen during pre-game activities; the peak network throughput of 10.4 Gbps also occurred before the game started, according to Extreme. Of the final data total, 11.1 TB was used before the game started, with the balance of 15.32 TB being used after kickoff.

The most used streaming apps by fans were, in order of usage, Apple iTunes, Apple Streaming, YouTube, Spotify and Netflix; the most used social apps in order of usage were Facebook, Instagram, Twitter, Snapchat and Bitmoji. For sports apps, the most used in order of usage were ESPN, NFL, NFL OnePass, CBS Sports and ESPN Go.

According to Extreme, the Wi-Fi setup at Hard Rock Stadium uses some 2,000 APs, many of which are deployed in under-seat enclosures in the bowl seating. For Super Bowl LIV Verizon customers also had access to an automatic login feature, which in many other stadiums (including Ohio State and Mercedes-Benz Stadium in Atlanta) has accounted for a significant amount of the connected Wi-Fi users.

Verizon, which led the DAS effort at Miami’s Hard Rock Stadium, said it saw 21.5 terabytes of data used on its network “in and around the stadium” during Sunday’s Super Bowl LIV.

While we are still circling back with Verizon to see if we can get more granular details, we are guessing that this number comes from the network inside and immediately adjacent to the venue, and not the “2-mile radius” that other carriers are also reporting. We will update as we get more info. With AT&T’s report of 10.2 TB inside/around the stadium and 14.5 TB in the two-mile radius, we are somewhere above 25 TB total of cellular traffic for the big game, even before we have any stats from other carriers.

We are also asking Verizon to provide a total number of users on the 5G network the carrier deployed inside the stadium, but don’t hold your breath since total number of users is not a statistic carriers like to provide (as opposed to Wi-Fi stats, which almost always report the unique connections).

On an interesting note, Verizon said in an email to MSR that it saw 20.5 TB of data traffic on its networks around the stadium at Super Bowl 53 in Atlanta last year — as far as we know this is the first official number from Verizon about last year’s Super Bowl, when Verizon declined to provide MSR with any post-game numbers directly after the event. According to the Falcons IT staff there was only 12 TB total of DAS traffic on the in-stadium network during last year’s Super Bowl so the 20.5 TB of Verizon traffic must have included a lot of “around the stadium” traffic to get to that number.

Hard Rock Stadium, home of Sunday’s Super Bowl LIV, will have 5G and CBRS networks in addition to the regular 4G LTE and Wi-Fi. Credit: Hard Rock Stadium

In addition to stadium-wide Wi-Fi and 4G LTE cellular coverage, Super Bowl LIV in Miami will also include 5G millimeter-wave networks as well as a small trial of live CBRS deployments inside Miami’s Hard Rock Stadium, according to Verizon.

The mix of wireless coverage is all designed to answer the annual ever-increasing demand for bandwidth at what has historically been the sporting world’s heaviest single day for wireless traffic, a trend Verizon expects to continue once again this year. In a phone interview from Miami, Andrea Caldini, Verizon vice president of network engineering, said the company’s two-year effort to bolster wireless coverage inside and outside the Super Bowl venue was all about increasing capacity in every way possible.

“It’s exciting that this will be the first 5G millimeter-wave Super Bowl,” said Caldini, who said Verizon used the stadium’s relatively new overhang roof to mount the 5G antennas. For the 4G LTE DAS, Verizon as neutral host followed the same playbook the company has used at other recent Super Bowl venues by installing under-seat DAS enclosures in most bowl-seating areas. AT&T, T-Mobile and Sprint are all also on the DAS, according to Verizon. Out of the 1,500-plus cellular antennas in the bowl seating area, approximately 1,100 of those are in under-seat enclosures, according to Verizon.

Verizon also said that most of the bowl seating Wi-Fi coverage also comes from under seat enclosures, using gear from Extreme Networks. According to Extreme, the Wi-Fi network in Hard Rock Stadium has approximately 2,000 APs. Like in other NFL and college stadiums where it has a hand in both the cellular and Wi-Fi networks, Verizon customers at Hard Rock Stadium will have a separate Wi-Fi SSID that can autoconnect devices.

But to give you some idea of the breadth of the network, Caldini did say there are 258 sectors in the stadium DAS, and another 58 sectors in the DAS covering the extensive parking lot areas surrounding the venue. Verizon also has deployed a small cell network with 4G LTE, 5G and Wi-Fi for the parking lot and tailgate areas, Caldini said. And just to make sure the field areas are covered (for postgame ceremonies and for media use), Verizon also installed two MatSing ball antennas.

CBRS gets a test deployment

While its footprint will be much smaller, Verizon did say there will be some live networks at the game using the Citizens Broadband Radio Service (CBRS) spectrum, in nine stadium suites. Just recently approved by the FCC for full commercial use, the CBRS spectrum is of great interest to carriers and to venues due to its support of the LTE standard. According to Caldini, visitors in the suites where CBRS service is available will be able to directly connect to the network if their device supports the CBRS spectrum. Apple iPhone 11 devices, along with several other Android phones, currently have radio chips that support CBRS.

Caldini is excited about the possibilities the 150 MHz of CBRS spectrum could bring to venue deployments, and said Verizon will have an expanded CBRS deployment at Super Bowl LV in Tampa in 2021.

“You’ll see CBRS being a much bigger play next year,” Caldini said.

While the new-ish overhang roof that was installed during the latest renovation of Hard Rock Stadium did give Verizon a good place for equipment mounting, Caldini said there were some other construction-type hurdles that had to be overcome during the wireless network deployments.

The lack of any handrails, she said, led to the prominence of the under-seat antenna deployments; and because the light poles at Hard Rock Stadium are designed to be lowered when extreme weather (like hurricanes) hits the area, Verizon had to mount equipment lower down on the poles.

When it comes to potential emergency situations, Caldini noted that Verizon has installed its own power system for its networks, with batteries and generators back in the head end — recalling the situation at the Mercedes-Benz Superdome in New Orleans during Super Bowl 47, when a power outage delayed the game.

“If the power goes out [in Miami], the network will stay on,” Caldini said.

And while the limited number of consumer devices supporting 5G communications will probably keep 5G usage at Super Bowl LIV somewhat low, Caldini noted that by next year’s big game, it will likely be a different story.

Recalling earlier cellular generation changes, when initial devices were usually standalone “pucks” or laptop cards, Caldini was excited to see quick support for 5G emerging.

“It’s amazing how many devices are going to support 5G,” said Caldini, who predicts there will be more than 20 5G-enabled handsets out later this year. “It’s going to be very interesting to see what we can do [with applications] next year on 5G.”

The ease of automatic electronic tollroad payments is now coming to sports stadiums, with the Miami Dolphins’ announcement of SunPass electronic payment parking options for fans attending NFL and college football games at Hard Rock Stadium this fall.

Like other tollroad payment systems, the SunPass used in south Florida requires a transponder in users’ cars, and that transponder will be required to use SunPass to pay for parking. According to Todd Boyan, the Miami Dolphins’ senior vice president of stadium operations, parking cashiers will have handheld devices that scan the windshield transponder. The SunPass option will be available in the outer lots surrounding the stadium, and fans using the option will have dedicated lanes separated from those paying cash or with credit cards.

Fans using the SunPass system will also get a discount on parking fees, with amounts varying per game. According to Boyan, for Dolphins games the outside lots are priced at $40, but will only cost $25 to fans using the SunPass system, a $15 savings. For University of Miami games at the stadium (which was recently renamed in a reported $250 million sponsor deal with Hard Rock) Boyan said the discount for SunPass users will likely be either $5 or $10, depending upon the game.